package Game;

public class ObjectData {
	static float COCONUT_SCALE = 		0.15f;
	static float MULTINUT_SCALE = 		0.10f;
	static float ROCKETNUT_SCALE = 	0.10f;
	static float EXPLODENUT_SCALE = 	0.10f;
	
	static float COCONUT_RADIUS =		3.0f;
	static float MULTINUT_RADIUS = 	3.0f;
	static float ROCKETNUT_RADIUS = 	3.0f;
	static float EXPLODENUT_RADIUS = 	3.0f;
	
	static float BLACKBIRD_SCALE = 	0.12f;
	static float SEAGULL_SCALE = 		0.12f;
	static float PARROT_SCALE = 		0.12f;
	static float TOUCAN_SCALE = 		0.12f;
	
	static float CATAPULT_SCALE = 		30.0f;
	
	static float STONESPHERE_SCALE = 	1.0f;
	
	static float STONE_DENSITY = 		1.0f;
	static float WOOD_DENSITY = 		0.8f;
	static float BIRD_DENSITY = 		0.05f;
	static float COCONUT_DENSITY = 		0.5f;
	static float EXPLOSIVE_DENSITY = 	0.1f;
	static float DEFAULT_DENSITY = 		0.5f;
	
	static float COMPONENTNUT_FACTOR = 	0.5f;
	
	static float SPHERE_DEFAULTRADIUS = 3.0f;
	
	static public float getDensity(ObjectMaterial material)
	{
		switch(material)
		{
		case STONE:
			return STONE_DENSITY;

		case WOOD:
			return WOOD_DENSITY;

		case BIRD:
			return BIRD_DENSITY;

		case EXPLOSIVE:
			return EXPLOSIVE_DENSITY;

		case DEFAULT:
		default:
			return DEFAULT_DENSITY;
		}
	}
}
